No idea if this'll ever get updated again, but would you be willing to make different versions with slightly nerfed activators? I find 20% or 50% stamina/health way too high with the balance i have in mind. Or if you could give me some pointers on how i could modifiy those myself i'd appreciate that.
The only remaining jump bonus mod listed states it's been superseded by another mod. Thought you should know in case you want to update it to match what most people would be using.
This looks like a great idea, with clean implementation too. 2 questions, if you don't mind me asking:
1. How did you go about balancing the distribution or availability of the new fortify effects you added? I don't know about extra jumping height, but faster movement speed and spell absorption are both potentially very strong effects that would require some special attention to balance, no?
2. How hard do you think it would be to patch the effects added by this mod to work together with this new "Passive Enchanting Experience" mod: https://www.nexusmods.com/skyrimspecialedition/mods/59310. I'm not sure if you're already familiar with it, but it's supposed to make the player able to earn enchanting experience by wearing enchanted apparel in battle. Is it a simple matter of patching some records in xEdit to make both work together, or would it be more complicated than that?
Regarding balance, the spell absorption effect is a bit rare. It only starts appearing at level 12, and the strongest items with that enchantment only appear at high levels. Spell absorption uses the same slots that "Fortify School" enchantments do in the base game: Circlet/Helmet, Ring, Amulet, and Robes/Torso. A master enchanter with vanilla / Adamant strength enchantments can get to 100% spell absorption at high levels- but it uses the super valuable ring, circlet, and amulet slots to do so. That's a big sacrifice!
If you're using Thaumaturgy, it should only be allowed on two slots- so you can get a max of 50%, i.e. the same strength as the vanilla atronach stone. That's good, but you need to either be a master enchanter or really high level (60+) to get those good drops.
When it comes to movement speed, the enchantment starts showing up at lower levels. It caps out at 25% per piece at vanilla levels with 100 enchanting. That means you can get up to 100% movement speed, but I don't think that's gamebreaking. Enemies in Skyrim are already pretty easy to kite because of poor pathfinding, so really it only ends up being a time saver when traveling to a new location or if you play without fast travel. I think movement speed and jump height are "Quality of Life" enchantments more than anything!
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For the "Passive Enchanting Experience" mod, it looks like they have a Synthesis patcher. You could try that, or maybe poke around in xEdit to see if they're using a keyword or something to make it work.
Regarding balance, the spell absorption effect is a bit rare. It only starts appearing at level 12, and the strongest items with that enchantment only appear at high levels. Spell absorption uses the same slots that "Fortify School" enchantments do in the base game: Circlet/Helmet, Ring, Amulet, and Robes/Torso. A master enchanter with vanilla / Adamant strength enchantments can get to 100% spell absorption at high levels- but it uses the super valuable ring, circlet, and amulet slots to do so. That's a big sacrifice!
If you're using Thaumaturgy, it should only be allowed on two slots- so you can get a max of 50%, i.e. the same strength as the vanilla atronach stone. That's good, but you need to either be a master enchanter or really high level (60+) to get those good drops.
Cool, that makes sense. 100% absorption seemed a bit too much for me when I first thought of it, but considering that the vanilla enchanting system already allows for similar stuff (like 100% cost reduction), I don't think it's that crazy anymore, especially since like you said it takes 100 enchanting, multiple perks and 4 strong slots used to make it happen. All that investment means it wouldn't be likely to happen until high levels where the balance is already more skewed anyway.
When it comes to movement speed, the enchantment starts showing up at lower levels. It caps out at 25% per piece at vanilla levels with 100 enchanting. That means you can get up to 100% movement speed, but I don't think that's gamebreaking. Enemies in Skyrim are already pretty easy to kite because of poor pathfinding, so really it only ends up being a time saver when traveling to a new location or if you play without fast travel. I think movement speed and jump height are "Quality of Life" enchantments more than anything!
Yeah you're probably right, in my current playtrough I don't fast travel and I do find myself using the Windrunner spell from Mysticism quite a lot, so I guess I would probably enjoy the the QoL aspect of it, and again it does take investment in enchantment to stack lots of it so it's a fair trade off in the end.
For the "Passive Enchanting Experience" mod, it looks like they have a Synthesis patcher. You could try that, or maybe poke around in xEdit to see if they're using a keyword or something to make it work.
Oh man, I completely forgot about the fact that the author uploaded a patcher for it. I guess I'm just so scared of having to learn to use Synthesis that I ignored that option without even trying to. I'll see if there isn't some way to it in xEdit first...
In any case, thanks for the thorough answers! Also, can't wait to see what comes next as part of the Highlands series, it looks like it will be great.
You can use the Unofficial Downgrade Patcher in the mean time if you really want! I built and tested this mod on a "Best of Both Worlds" patched version of AE. But the Skyrim Platform devs are working hard on the update either way!
10 comments
1. How did you go about balancing the distribution or availability of the new fortify effects you added? I don't know about extra jumping height, but faster movement speed and spell absorption are both potentially very strong effects that would require some special attention to balance, no?
2. How hard do you think it would be to patch the effects added by this mod to work together with this new "Passive Enchanting Experience" mod: https://www.nexusmods.com/skyrimspecialedition/mods/59310. I'm not sure if you're already familiar with it, but it's supposed to make the player able to earn enchanting experience by wearing enchanted apparel in battle. Is it a simple matter of patching some records in xEdit to make both work together, or would it be more complicated than that?
Regarding balance, the spell absorption effect is a bit rare. It only starts appearing at level 12, and the strongest items with that enchantment only appear at high levels. Spell absorption uses the same slots that "Fortify School" enchantments do in the base game: Circlet/Helmet, Ring, Amulet, and Robes/Torso. A master enchanter with vanilla / Adamant strength enchantments can get to 100% spell absorption at high levels- but it uses the super valuable ring, circlet, and amulet slots to do so. That's a big sacrifice!
If you're using Thaumaturgy, it should only be allowed on two slots- so you can get a max of 50%, i.e. the same strength as the vanilla atronach stone. That's good, but you need to either be a master enchanter or really high level (60+) to get those good drops.
When it comes to movement speed, the enchantment starts showing up at lower levels. It caps out at 25% per piece at vanilla levels with 100 enchanting. That means you can get up to 100% movement speed, but I don't think that's gamebreaking. Enemies in Skyrim are already pretty easy to kite because of poor pathfinding, so really it only ends up being a time saver when traveling to a new location or if you play without fast travel. I think movement speed and jump height are "Quality of Life" enchantments more than anything!
---
For the "Passive Enchanting Experience" mod, it looks like they have a Synthesis patcher. You could try that, or maybe poke around in xEdit to see if they're using a keyword or something to make it work.
Cool, that makes sense. 100% absorption seemed a bit too much for me when I first thought of it, but considering that the vanilla enchanting system already allows for similar stuff (like 100% cost reduction), I don't think it's that crazy anymore, especially since like you said it takes 100 enchanting, multiple perks and 4 strong slots used to make it happen. All that investment means it wouldn't be likely to happen until high levels where the balance is already more skewed anyway.
Yeah you're probably right, in my current playtrough I don't fast travel and I do find myself using the Windrunner spell from Mysticism quite a lot, so I guess I would probably enjoy the the QoL aspect of it, and again it does take investment in enchantment to stack lots of it so it's a fair trade off in the end.
Oh man, I completely forgot about the fact that the author uploaded a patcher for it. I guess I'm just so scared of having to learn to use Synthesis that I ignored that option without even trying to. I'll see if there isn't some way to it in xEdit first...
In any case, thanks for the thorough answers! Also, can't wait to see what comes next as part of the Highlands series, it looks like it will be great.